ShaZe@Posted: Tue Jul 24, 2007 10:05 pm :
just a little question, is it possible to make a soft edged alpha texture that handle shadows..?
Nothing seem to work, each time, the whole model is highlighted.
I don't want a Hard edged Alpha (blend diffuseMap)
here's my line :
textures/cobjects/brushtextures/star
{
qer_editorimage gfx/effects/tavern/star_ed.tga
{
blend blend
map gfx/effects/tavern/star_d.tga
}
{
blend add
map gfx/effects/tavern/star_g.tga
}
}
There's the alpha parameter, a glow map, the editor texture, and nothing else. I tryed to add a diffusemap, it did't worked, and I searched within the differents settings available for materials files and didn't found anything...
Did I made a mistake? Or is it just not possible?
rich_is_bored@Posted: Tue Jul 24, 2007 10:43 pm :
Super Happy Cow@Posted: Thu Aug 02, 2007 9:57 am : tgharebvyjra
Dammit. I'm supposed to build a tree for a mod, and it's being a pain in the udder for this, and a few other reasons. ; [
Since the alphas can't affect the shadow of the tree, I have to make the leaves cast no shadow. Since the leaves can't cast a shadow, the tree casting a shadow by itself would look ridiculous. The entire tree must cast no shadows.
The alpha keyword only works with "blend blend" which isn't affected by light, which would look horrible on a tree in Q4.
Alphatest affects diffuse maps, but deform turbulent, when applied to a material with alphatest, only affects the alphamap, causing leaves to become masked and visible areas in the alpha to mask invisible.
It's hard as hell to make a decent looking tree in Quake 4. No wonder there weren't any in the game. D:
parsonsbear@Posted: Thu Aug 02, 2007 2:55 pm : why not make a projected light/shadow for the tree, and have the tree cast no shadows? unless it's destructable or near a moving light, should work ok (and cheap)
pbmax@Posted: Thu Aug 02, 2007 3:15 pm : or even a decal...
jcdenton22@Posted: Thu Aug 02, 2007 4:48 pm : pbmax wrote:
or even a decal...
Nope, that wouldn't work. When an object comes under/near tree, it wouldn't be receiving the shadow of the tree, if done that way. So a projected light should do the trick well.
Edit:
I dont have Doom 3 installed on this PC now, so I am not so sure about this. But it may help. See how hellmagot material shader is written in D3 or even those souls' material shaders. They receive shadows, I dont know whether they could cast one as well.
Super Happy Cow@Posted: Fri Aug 03, 2007 3:01 am : Hellmagot? ; [ Someone would have to upload that one for me, since I only have Quake 4, and never played D3. D:
A projected light sounds interresting, but then, what if something passes in front of that light, or if the light's radius interacts with other lights? Or is it possible to have a light affect only one object, and nothing else around it?